1. I was in a train, with a schedule. I deleted all the stops scheduled, while in the train.Then I deleted the last one.
2. The train stopped instantly.
3. The train should have used its brakes. (brake distance)
Happened everytime.
Search found 14 matches
- Sat Dec 08, 2018 8:11 am
- Forum: Duplicates
- Topic: [0.16.51] Deleting a station in schedule stops train instantly
- Replies: 1
- Views: 1222
- Fri Aug 31, 2018 10:30 am
- Forum: News
- Topic: Friday Facts #258 - New autoplace
- Replies: 145
- Views: 67094
Re: Friday Facts #258 - New autoplace
Concerning the spawning of trees... I can disable my life long enemies. However, you can't play the game this way : you can't power your first lab !
If only we had a pole or something to start with when there is no tree nearby :/
If only we had a pole or something to start with when there is no tree nearby :/
- Sat Jan 27, 2018 2:42 pm
- Forum: Maps and Scenarios
- Topic: Factory Floor - Input/Output Idle game
- Replies: 18
- Views: 25156
Re: Factory Floor - Input/Output Idle game
Really fun game mode !
But I'll admit, i abuse of the /c game.speed 50 (and it stills feel less cheaty than installing factorissimo, which would ruin the experience )
But I'll admit, i abuse of the /c game.speed 50 (and it stills feel less cheaty than installing factorissimo, which would ruin the experience )
- Sat Jan 27, 2018 1:12 pm
- Forum: News
- Topic: Friday Facts #227 - Rendering, Trees & Scenario talk
- Replies: 116
- Views: 52258
Re: Friday Facts #227 - Rendering, Trees & Scenario talk
I'd really like a scenario around circuit network, or trains. Maybe a scenario with only small factories like the factory floor, but like an infinity of them, spaced by like 1000 tiles, so you have to use trains absolutely. Maybe some larger spaces for larger intersection etc For the circuit, I don'...
- Sat Dec 02, 2017 11:38 am
- Forum: News
- Topic: Friday Facts #219 - Cliffs
- Replies: 191
- Views: 93935
Re: Friday Facts #219 - Cliffs
I'm not into it, will nuke them all. Still pretty tho.
- Sat Oct 14, 2017 10:40 am
- Forum: News
- Topic: Friday Facts #212 - The GUI update (Part 1)
- Replies: 151
- Views: 70828
Re: Friday Facts #212 - The GUI update (Part 1)
I had an idea this morning that you could make much more complex train schedules in a relatively easy way if you converted how it works now to more of a "state machine" format, where each station corresponds to a state and has a number of different states/stations it can go to depending o...
- Thu Jun 15, 2017 4:57 pm
- Forum: Releases
- Topic: Factorio Roadmap for 1.0.
- Replies: 801
- Views: 1049695
Re: Factorio Roadmap for 0.15 + 0.16
Is the ability to place a blueprint using circuits something to be added ? Like ConMan or so. It has a vanilla touch
It would be sick !
It would be sick !
- Mon May 01, 2017 6:04 pm
- Forum: Not a bug
- Topic: [0.15.5] Mod description not localized
- Replies: 1
- Views: 1067
[0.15.5] Mod description not localized
Altough not exactly a bug but more of a miss, the base mod name is not localized in french (and I guess quite every language). Was this given any thoughts about ? Tried modding and we write the desc directly in english.
- Mon May 01, 2017 5:30 pm
- Forum: Modding help
- Topic: [Solved][0.15.5] LuaEntity doesn't contain key x
- Replies: 1
- Views: 1093
Re: [0.15.5] LuaEntity doesn't contain key x
Ok, so I must have had a different error at the beginning, but this time, the error is : print is not defined for player.get_inventory(defines.inventory.player_armor). I used a little tostring() and it was printed (function pos in ram), and mod loads fine with base code from tutorial. Can't remember...
- Mon May 01, 2017 4:27 pm
- Forum: Modding help
- Topic: [Solved][0.15.5] LuaEntity doesn't contain key x
- Replies: 1
- Views: 1093
[Solved][0.15.5] LuaEntity doesn't contain key x
Hi ! This is my first post, and please don't be rude if there's already a post on the topic, but I did some research with no result. Let me show you a simple picture describing my problem : https://image.noelshack.com/minis/2017/18/1493655738-capture-d-ecran-de-2017-05-01-17-14-24.png !!! I get an e...
- Tue Jan 31, 2017 3:45 pm
- Forum: Gameplay Help
- Topic: [SOLVED] Multiple stations with same name
- Replies: 4
- Views: 5016
Re: Multiple stations with same name
Oh, yeah. But that only works when a train is already on the track. It will never recalculate its direction if the station is empty but path is blocked :s I kind of found a way around it, using your advices : http://image.noelshack.com/minis/2017/05/1485877429-untitled.png I use signals not turn the...
- Tue Jan 31, 2017 2:02 pm
- Forum: Gameplay Help
- Topic: [SOLVED] Multiple stations with same name
- Replies: 4
- Views: 5016
Re: Multiple stations with same name
Thank you for your answer ! But I don't understand where to put it. I tried right before the intersection, and now my train stops there instead of going to either station. Currently its locked indefinitely because only one rail is green at a time xD. And by simulated chain signal, you mean linked re...
- Tue Jan 31, 2017 12:11 pm
- Forum: Gameplay Help
- Topic: [SOLVED] Multiple stations with same name
- Replies: 4
- Views: 5016
[SOLVED] Multiple stations with same name
Hi ! I've encountered a problem trying to build a rail network able to load ores only from full chest (later on, from the most loaded chest with more signals and combinators). My logic is : "If the outpost is not full, close the rail". So, only the full outposts will have accessible paths....
- Tue Jan 31, 2017 12:09 pm
- Forum: Fan Art
- Topic: Winseven4lyf's Art
- Replies: 2
- Views: 3619
Re: Winseven4lyf's Art
Amazing ! Is there an HD version to use as a wallpaper ?